I'm thinking of giving detail to an encounter for the inspirational option based on a prompt from 4e, but I'd like to know if you all think it fits. The idea is to create an encounter that provides a unique way to reveal important, ancient information to the players. The premise is that an ancient druid spent too much time in beast form and that they are more-or-less permanently in wild shape and immortal. The players would have the option of completing the encounter in such a way as to restore the druid to humanoid form, which would allow the druid to reveal details about the ancient world. Does this sound like a valid entry?
I'm thinking of giving detail to an encounter for the inspirational option based on a prompt from 4e, but I'd like to know if you all think it fits. The idea is to create an encounter that provides a unique way to reveal important, ancient information to the players. The premise is that an ancient druid spent too much time in beast form and that they are more-or-less permanently in wild shape and immortal. The players would have the option of completing the encounter in such a way as to restore the druid to humanoid form, which would allow the druid to reveal details about the ancient world. Does this sound like a valid entry?
Probably?
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Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
For the Inspirational Option (Unearthed Arcana), I am submitting a new type of spell tag: Chants. Chants are meant to be similar to Rituals, but require more investment by the caster to use in its special fashion. The payoff is that unlike other spells, spells cast as Chants can have multiple iterations stack with one another. The rules for these are a work in progress, and I will try to add some example options of spells which are chants and suggestions of existing spells that could have the Chant tag applied to them.
While this type of mechanic could be interesting for players to utilize in creative ways, I think that this type of spell offers an interesting route to DMs who want their BBEG to have a few of minions acting to buff them. This then gives the party the objective to silence the minions before they can deal with the big boss. You, of course, could already make a similar scenario with existing buff/debuff spells, but I think this adds a new and creative tool to the box as well.
As an example of such an encounter, I have written up a short one called the Sullen Chorus as an example of how I think the DM could make use of Chant spells
Primitive Spell Type: Chants
Long ago, in the prehistoric age of man, creatures of the material plane were not capable of casting spells in the same way many mages and clerics do today. Without a strong understanding of the Weave or magical foci by which to harness a great amount of magical power, the most primitive version of the Arts was done in the form of Chants.
How or when this method was first devised has been lost to history, but long lost texts seem to indicate that ancient creatures found repeating certain words and phrases over and over again allowed one to slowly accumulate and focus magical energies (both arcane and divine). Furthermore, working together in groups allowed for more powerful spells.
Spells with the “Chant” Tag
A spell with the Chant tag can be cast normally using a spell slot or as a chant if your spellcasting class is capable of doing so. The ability to cast spells as a chant is available to Clerics, Druids, and Warlocks.
When casting a spell as a chant, the caster must spend extra time to build up the power of the spell. A spell which is cast as a chant gains a vocal component if it does not already have one and does not finish casting until the start of your following turn. A spell cast as a chant is cast at its lowest level, and ,while casting a spell as a chant, you must use your action on each of your turns to maintain the spell. The spell persists for its duration but ends early if you do not use an action to maintain it. A spell cast this way also ends early if the caster is prevented from speaking or is otherwise silenced. If a spell cast as a chant also requires concentration, then the spell ends early if your concentration is lost.
Due to their primitive nature, spells which are cast as chants are generally weaker than most arcana of the modern day; however, their potential stems from their ability to be used in groups. As an exception to the general rules of spellcasting, a creature can be targeted by multiple instances of the same spell provided each instance is cast as a chant and is cast by a different creature. The effects of these spells stack with one another. If a creature targeted by multiple instances of a spell is able to end the effect on itself early-such as through a saving throw or ability check made at the end of its turn-then all instances of that spell end early on a success. If the casters have different spell save DCs, then the highest DC is used to contest saving throws and ability checks made to end the effect early.
Examples of Spells with the Chant tag
Chorus of Fortitude
1st-Level Abjuration (Cleric, Druid, Warlock)
Casting Time: 1 Action (Chant)
Range: 30 feet
Components: V,S,M (a beast’s heart)
Duration: 1 minute
You empower the defenses of a creature you can see within range. For the duration, the target gains a +1 bonus to its AC and 5 temporary hit points at the start of each of its turns.
At higher levels. When this spell is cast using a spell slot of 2nd level or higher, the number of temporary hit points gained at the start of each of the target's turns increases by 5 for every two levels above 1st.
Example of casting this spell as a Chant: If three creatures cast this spell as a chant and used their action every turn to maintain it, then a single creature targeted by each iteration of the spell would gain a +3 bonus to its AC and 15 temporary hit points at the start of each of its turns. Silencing a single caster would reduce this bonus to +2 AC and 10 temporary hit points.
Unsettling Words
1st-Level Enchantment(Cleric, Druid, Warlock)
Casting Time: 1 Action (Chant)
Range: 30 feet
Components: V,S,M (a trinket which symbolizes bad luck)
Duration: 1 minute
The words you speak dig deep into the mind of a creature you can see within range, unbalancing its thoughts. The target must make a Charisma saving throw. On a failed save, the target has a -1 penalty to all Intelligence and Wisdom saving throws it makes for the duration. On each of its turns, the target can use its action to make a Charisma check, ending the effect early on a success.
At higher levels. When this spell is cast using a spell slot of 2nd level or higher, the penalty to the target's saving throw increases by 1 for every two levels above 1st.
PHB Spells that I think could work with the Chant Tag: Enhance Ability, Longstrider, Warding Bond (each has an interesting effect if stacked, but could require chanting for up to an hour to maintain the full duration. Some also require concentration.
Encounter: The Sullen Chorus
The Sullen Chorus
An adventure for a party of four level 5 adventurers.
It was a quiet night for Bordun Gorrison and his friends. They had been given a tip that a nobleman’s carriage would be coming through these ruins that they had encamped themselves in, and that with it would come a box filled with gold. The tip seems to be no good, and the crew of miscreants find themselves without prey.
Among Gorrison’s crew is a woman named Shalia, a wandering druid who only joined for the chance to cut away civilization at its economic foundation, piece by piece. Her thoughts are that if enough nobles lose their money, they can't afford to build new roads.
While exploring the ruins, Shalia came across strange etchings in the rock. Some other members of the crew, who had already lost their sensibilities for the night to some flagons of ale, came crashing towards the unsuspecting druid, hoping to tease her and get a laugh out of it. They soon tripped and tumbled forward into the rocky face of the ruin, causing it to collapse. As Shalia berated the drunks for interrupting her reading, she spotted something beyond the ruins. Strangely preserved for centuries, she found a tome which, conveniently for her, seemed to have been codified in ancient language that had similar patterns to the hidden signs of druidic.
After taking the time to understand the significance of the texts she had found, she went to Bordun. Bordun was beginning to get drunk himself at this point, and seemed visibly bored with Sahlia’s talk of magics, but soon, as Shalia delved deeper and deeper into her plot, did a sinful grin find its way across Borduns visage.
A Village Beset by Thieves
The adventuring party hears by some means of a nearby village that has been overrun by a group of thieves and bandits. If the party inquires with their source further, they can learn the following facts:
The bandit crew has raided the village, and started charging extorting tolls to allow carts and caravans to pass through
One member of the crew, a half-elven woman, was spotted performic magical arts
Every night, a low hum of some sort of chanting or singing can be heard coming from the village.
The bandits have sent a ransom letter to the local lord , offering the release of the village at 1000 GP. The letter does not guarantee the safety of the villagers, especially if the lord takes too long to respond or tries to stop them with force.
Traveling to the Village
The village sits in the middle of a large clearing of a forest. There are four main roads that lead to the village, each in one of the main cardinal directions. About 100 feet from each of the village’s entrances from these roads are four Bandit, each wielding a scimitar or light crossbow and dressed in leather armor and animal furs. If the party approaches from the road, these guards will demand 100 GP worth of goods or other valuables to pass through. The party can also approach on foot from the trees, bypassing any of the guards with a successful DC 12 Dexterity (Stealth) check. If traveling off the roads, a character with a Passive Perception of 12 or higher will notice several skinned animal carcasses that have been discarded into the underbrush of the forest. A successful DC 15 Intelligence (Medicine) check will reveal that after being killed, each animal had its heart removed
The Village
Traveling through the outskirts of the village, the party will notice that most of the buildings have been abandoned. Inspecting the houses will reveal that they have been ransacked by the bandits for anything of value, but a player with a successful DC 15 Intelligence (Investigation) check can find a random trinket. A successful DC 15 Wisdom (Survival) check shows that a large number of footprints were headed towards the village center. A creature with a Passive Perception of 15 or higher can hear a faint chanting coming from the village center.
The Library
On the edge of the village’s central plaza lies a small building filled with shelves and books. If the party. Looking in the windows, the party can see that most of the tomes and stories have been left untouched by the bandits hands. The library has a door at the front and back, although the back door is locked, requiring a successful DC 12 Dexterity check using Thieve’s Tools to pick or a DC 15 Strength (Athletics) check to break open. The windows’ shutters can also be pried open with a DC 12 Strength (Athletics) check, but will make a loud, creaking noise.
Inside the Library is Shalia, who has spent the past several days reviewing the books searching for more information on the chanting magic she had uncovered. Helping her are two of the bandits, who show no interest in the history books and amuse themselves with ripping apart any of the tomes Shalia deems unnecessary. Shalia uses the stats of a Druid, but has the spell Chorus of Fortitude (outlined above) added to her spell list.
The Central Plaza
The center of the village is an open, circular area with paved paths which is about 60 feet in diameter. Skulking along the edges of this plaza are six humans dressed in animal furs. In the center of the plaza is a large fountain, which has had several riches and goods piled into it. Sitting atop this pile, like a throne, is Bordun Gorrison, a male half-orc. Bordun uses the stats of a Bandit Captain and has the Relentless Endurance trait. He also carries a Heavy-Crossbow (+5 to hit, 1d10+3 damage on a hit) instead of a Dagger
Kneeling in front of Bordun, in a state of prayer, are another six humans dressed in animal furs who are continuing a low chant with an animal heart held aloft in their outstretched hands. Since taking the village, Shalia has taught the villagers how to recite the words to cast Chorus of Fortitude. Bordun has had the adults kneel in the center of the village and chant the spell, targeting him, without rest for over a day now. He has threatened to kill each of them and their children (who are being held captive behind locked doors in the Town Hall), should they fail to keep pace.
A character who succeeds on a DC 12 Intelligence (Nature) check will notice that the furs worn by the people kneeling in front of the fountain are newer and bloodier than those worn by the captain or other bandits they have encountered. A character who succeeds on a DC 12 Wisdom (Perception) check will notice that the people kneeling in front of the fountain are not wearing leather armor along with their furs, unlike the other bandits they have seen.
The six people surrounding the plaza are Bandits. The six people kneeling in front of the fountain are the villagers, who use the stats of Commoner but with each also knowing the Chorus of Fortitude spell. The villagers are not hostile towards the party, but also are not capable of fighting the bandits.
A Fight Breaks Out
When combat begins, roll initiative for the Bandits, Bandit Captain Gorrison, and the villagers. On each of their turns, the villagers (unless persuaded to stop or silenced in some way) will use their actions to chant Chorus of Fortitude. Assuming none have been silenced when initiative is rolled, Garrison begins combat with a +6 bonus to his AC and gaining 30 temporary hit points at the start of each of his turns. As per the spell’s effect, each time a villager is silenced, this bonus is reduced by 1 and he gains 5 fewer temporary hit points each turn.
If a member of the party tries to make a Charisma check to convince a villager to stop chanting, their check is contested by a Charisma (Intimidation) check made by Gorrison, with the villager continuing to chant if Gorrison succeeds.
Gorrison will try to fight while staying near his hostages and using them as half-cover against ranged attacks. He will use his Heavy Crossbow unless forced into melee combat. If he feels cornered at any point, he will command one or two of his crew to go into the town hall and hurt the children, hoping to divide his adversaries.
On initiative count 20 of the second round of combat, if the party did not already deal with Shalia and the two bandits in the library, they exit the library to the plaza to join the fight. Roll initiative for Shalia, having her take her turn immediately if the value is 20 or above. Shalia will cast Barkskin on herself during her first turn in combat.
On initiative count 20 of each round after that, roll a d6. On a roll of 5 or 6, one of the groups of four bandits guarding the roads, having heard the commotion from the fight, reaches the plaza and joins the fight. If combat concludes before any of the remaining groups of guard bandits reach the center, they flee.
After the Fight
If the party succeeds in thwarting the bandits, the villagers will thank them for helping them. This thanks will probably be rejoiceful, but if any of the villagers or their children were killed, then the thanks will be more sullen and distraught. In the event of a rejoiceful thanks (or, on the other hand, if all of the adult villagers have been killed) the party can have their choice of items from the pile of loot acquired by the bandits in the plaza. Roll on the random treasure tables. Otherwise, the villagers will offer the party 100 GP in thanks, but just as quickly try to send them on their way while they bury the dead.
On Gorrison’s body is his Scimitar and Heavy Crossbow. Shalia carries a quarterstaff, and the record of the Chorus of Fortitude spell, which is added to the expanded spell list of any character in the party of the appropriate class.
Huh, that's a really cool idea. My only concern - and it is a very minor one - is that the example spell you gave is available for warlocks but doesn't scale, making it likely to be ignored past 5th-ish level, when your 3rd-level (and higher) slots can accomplish much more effective things than +1 AC and 5 temp hp. It could be cool for a bunch of level 1 or 2 warlocks to use it to support a cult leader mini-boss, though.... But for players, it wouldn't be a warlock's first choice.
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Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
Huh, that's a really cool idea. My only concern - and it is a very minor one - is that the example spell you gave is available for warlocks but doesn't scale, making it likely to be ignored past 5th-ish level, when your 3rd-level (and higher) slots can accomplish much more effective things than +1 AC and 5 temp hp. It could be cool for a bunch of level 1 or 2 warlocks to use it to support a cult leader mini-boss, though.... But for players, it wouldn't be a warlock's first choice.
Thats a fair point. I suppose I should offer a way for it to scale up. I mostly ignored that aspect since I want Chants to scale with number of casters primarily, but for a single caster using a spell slot instead of chanting, there should be something (even if on the weaker side).
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Huh, that's a really cool idea. My only concern - and it is a very minor one - is that the example spell you gave is available for warlocks but doesn't scale, making it likely to be ignored past 5th-ish level, when your 3rd-level (and higher) slots can accomplish much more effective things than +1 AC and 5 temp hp. It could be cool for a bunch of level 1 or 2 warlocks to use it to support a cult leader mini-boss, though.... But for players, it wouldn't be a warlock's first choice.
Thats a fair point. I suppose I should offer a way for it to scale up. I mostly ignored that aspect since I want Chants to scale with number of casters primarily, but for a single caster using a spell slot instead of chanting, there should be something (even if on the weaker side).
Yeah, the way you did it made sense. As a compromise between the two, maybe Chant spells can still scale, but only when they're not cast as chants?
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Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
Huh, that's a really cool idea. My only concern - and it is a very minor one - is that the example spell you gave is available for warlocks but doesn't scale, making it likely to be ignored past 5th-ish level, when your 3rd-level (and higher) slots can accomplish much more effective things than +1 AC and 5 temp hp. It could be cool for a bunch of level 1 or 2 warlocks to use it to support a cult leader mini-boss, though.... But for players, it wouldn't be a warlock's first choice.
Thats a fair point. I suppose I should offer a way for it to scale up. I mostly ignored that aspect since I want Chants to scale with number of casters primarily, but for a single caster using a spell slot instead of chanting, there should be something (even if on the weaker side).
Yeah, the way you did it made sense. As a compromise between the two, maybe Chant spells can still scale, but only when they're not cast as chants?
Yeah. I updated the rules where casting a spell as a chant casts it at its lowest level by default. Then I had the temp HP scale, so its kinda like False Life, but less potential Temp HP BUT you get it at the start of every turn. So its a weird balance to achieve there, but I am sure it can be fine tuned
For anyone who was interested in my PC option submission, I have written up a handful of more Invocations associated with it. Since the idea is that you are acting as a vessel for your patron, as a conduit for their power, I tried to focus these on things that originate from your body in some way. I also am working to try and write at least one invocation that is unique to each of the existing patrons.
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Three-time Judge of the Competition of the Finest Brews!Come join us in making fun, unique homebrew and voting for your favorite entries!
Choose one Common or Uncommon magic item you can see within range that carries either a magic bonus (such as a +1 weapon, a +1 rod of the pact keeper, or a +1 shield), or some other permanent non-spell property (such as a weapon of warning or ring of warmth). The item’s wielder must make a Dexterity saving throw. On a failed save the magic item’s bonus, or a single permanent non-spell property of the item is suppressed for the spell’s duration. If the item has more than one qualifying property, the property suppressed is determined at random. If the item is not being worn or carried by a creature, the saving throw automatically fails. If you target a sentient magic item, a magic item of a rarity higher than this spell can affect, or one that only casts spells, this spell fails.
At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, you can target a magic item with a rarity up to Rare. When you cast this spell using a spell slot of 7th or 8th level, you can target a magic item with a rarity up to Very Rare. When you use a 9th level spell slot, you can target a Legendary magic item.
Does anybody know if there's an official 5e style guide for encounter format? I'm looking through a few adventures and it appears not. I may just use the 4e format.
Does anybody know if there's an official 5e style guide for encounter format? I'm looking through a few adventures and it appears not. I may just use the 4e format.
I am not aware of an official formatting but for small sized encounters I like to use the format of the Encounter of the Week series. It seems pretty streamlined and effective to me.
Here is my entry. It's for the Dm's Options/Primordial Forces category. The Volcano Shield is a really strong, legendary magic item that launches lava/fire (whatever you choose to flavor the spells you use the shield to cast as) at your opponent.
If you're like me and don't like to click on links, here's the magic item's description (in spoiler tag for brevity):
Volcano Shield
Armor (shield), legendary (requires attunement)
Long ago, the most skilled dwarven blacksmiths worked to create a the Volcano Shield's. Nowadays, many of these shields are lost, though a few are still wielded by the lines of ancient dwarven kings. There are rumored to be only 7 Volcano Shield''s in existence.
Each Volcano Shield was made of actual pieces of Volcano, and in the very heart of the shield flows a tiny amount of magical lava, that helps contribute to some of the shields special powers.
When you attune to a Volcano Shield it summons an Imp (as described in The Monster Manual) into your service. The imp knows common and must obey you'r every order, to the best of it's ability. Due to some ancient magic, the imp cannot attempt to disobey or twist the wording of an order it understands. If an imp dies, it soon comes back to life and appears in the nearest unoccupied space to the Volcano Shield, 24 hours later. Because of this, anyone who finds a Volcano Shield will probably find a imp right next to it! Here is a table of each of the seven different Volcano Shield and what imp it summons. You may determine randomally or intentionally what shield & imp combo your players get. (Each shield has a different imp tied to it.)
Sword Name
Imp Name
Imp alignment
Imp Personality
Asgilar
Bob
LE
Bob is orderly and neat, and when something doesn’t seem to be in proper order, he starts screaming his head off (unless he is ordered not to or the situation requires silence).
Osmorgonath
Bill
LE
Bill views the legal system almost as if it is holy, and enjoys finding clever ways to exploit it.
Sheorv
Celestina
LE
Celestina always wants to be right, and even if it becomes apparent that she’s wrong, she will keep arguing her point till the end.
Gendok
Warbler
LN
Warbler loves learning, and if you ask for his knowledge, he’ll kindly give it to you in abundance. Otherwise however, Warbler mostly remains quiet.
Mrexarnia
Zoombity Zoomba
CN
Zoombity Zoomba loves whizzing around. Zoomba thinks she’s the fastest thing in the world, and she’s happy to tell yo
Chereledites
Yerkle-Derkle
LE
Yerkle-Derkle enjoys manipulating people, and he always loves a good fight between friends. Only if caught and told to stop by the wielder of the Volcano Shield, will Yerle-Derkle temporarily quit his evil manipulation.
Triaxar
Angelica
NE
Angelica yearns to be the best, and she strives for power so that she can boss other people around.
Drenched in water. If the Volcano Shield were to be soaked in water for as little as 60 seconds, it loses access to each of its special abilities and functions as just a regular shield during it's stay in the water, and for 24 hours after it has emerged. During this time, it appears as a non-magical artifact under spells such as detect magic, and anyone who tries to attune to it during that period, is unable to do so.
Enhanced protection. Anyone attuned to this item gains a +1 bonus to AC while wielding it.
In addition, once per a day, when an attack would hit you, you may try to block the attack with your shield, by using your reaction to force the attacker to reroll the attack roll. The reroll is made with disadvantage. If this causes the attack to miss, it is because it clangs into your shield and the attack is rendered harmless.
Fire Resilience. This shield gives the power of fire to you, the wielder, and fire doesn't beat fire, so why should it hurt you? Anyone attuned to this item has resistance to fire damage.
Magical Fire. You have 7 charges, you regain 1d4+1 charges at dawn. You can spend charges to cast spells as described below.
The save DC for these spells is 18, and you have +8 to hit on these spell attacks.
If the range/area of spell is "Self," or self out to a certain distance, then replace the self in the spell with "The Volcano Shield."
0 Charges: Control Flames, Create bonfire, fire bolt
3 Charges: Fireshield (you can only use this to create the warm shield version, not the chill shield), wall of fire
5 Charges: Delayed blast fireball, fire storm
Whenever you use one or more charges from the Volcano Shield, roll a D10. On a roll of 10, roll a D4 and see what extra beneficial effect occurs. Roll the D10 and perhaps the D4 before you resolve the spells effects.
Roll (D4)
Bonus Effect
1
When the energy from your spell comes out, it also inspires your allies. The next attack roll within the next 24 hours against a target of your choice (you must choose the target immediately after rolling this bonus effect) that you can see has advantage. If you take a long rest within the next 24 hours, then you lose access to this effect early.
2
The Volcano Shield grows in size until the start of your next turn. Until then, you may add an additional +2 to your armor class.
3
The Volcano Shield strengthens one of your fire attacks. When you hit a creature with a fire damage dealing attack within the next 24 hours, you may have it take an additional 1D10+5 fire damage. You may only use this ability once, and if you take a long rest within the next 24 hours, then you lose access to this effect early.
4
As you channel fire energy towards your enemies, the Volcano Shield channels invigorating energy towards you. You gain 1D10+5 temporary hit points.
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
I ran into an issue and need your help... :-) I have three boss monsters that could all fit into the category, but cannot decide which one I should submit:
The Revised Kraken, a primordial titan from the depths of the ocean - fought most likely either at the surface during a raging storn or deep down at the bottom of the ocean in its often temple-like lair.
Zephyros, the Storm Herald, a solar, embodiment of the storm and celestial warlord, and his mighty blade "Stormcleaver".
Araeglos, Lich King of the North, an elvish archlich and former king of a fallen empire, embodiment of the cruelty of winter, and his ancient "Blade of Winter's Wrath".
I ran into an issue and need your help... :-) I have three boss monsters that could all fit into the category, but cannot decide which one I should submit:
The Revised Kraken, a primordial titan from the depths of the ocean - fought most likely either at the surface during a raging storn or deep down at the bottom of the ocean in its often temple-like lair.
Zephyros, the Storm Herald, a solar, embodiment of the storm and celestial warlord, and his mighty blade "Stormcleaver".
Araeglos, Lich King of the North, an elvish archlich and former king of a fallen empire, embodiment of the cruelty of winter, and his ancient "Blade of Winter's Wrath".
Not having yet looked over the statblocks, I vote Zephyros. All of them sound really cool, though.
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Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
Man, I am having the worst writer's block when it comes to the DM option. Like I have a couple of elemental/storm based items I have been working on, but none of them really seem to encompass the primordial might that the category is themed around.
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Three-time Judge of the Competition of the Finest Brews!Come join us in making fun, unique homebrew and voting for your favorite entries!
Here is my entry. It's for the Dm's Options/Primordial Forces category. The Volcano Shield is a really strong, legendary magic item that launches lava/fire (whatever you choose to flavor the spells you use the shield to csst as) at your opponent.
If you're like me and don't like to click on links, here's the magic item's description (in spoiler tag for brevity).
Volcano Shield
Wondrous Item, legendary (requires attunement)
Long ago, the most skilled dwarven blacksmiths worked to create a the Volcano Shield's. Nowadays, many of these shields are lost, though a few are still wielded by the lines of ancient dwarven kings. There are rumored to be only 7 Volcano Shield''s in existence.
Each Volcano Shield was made of actual pieces of Volcano, and in the very heart of the shield flows a tiny amount of magical lava, that helps contribute to some of the shields special powers.
When you attune to a Volcano Shield it summons an Imp (as described in The Monster Manual) into your service. The imp knows common and must obey you'r every order, to the best of it's ability. Due to some ancient magic, the imp cannot attempt to disobey or twist the wording of an order it understands. If an imp dies, it soon comes back to life and appears in the nearest unoccupied space to the Volcano Shield, 24 hours later. Because of this, anyone who finds a Volcano Shield will probably find a imp right next to it! Here is a table of each of the seven different Volcano Shield and what imp it summons. You may determine randomally or intentionally what shield & imp combo your players get. (Each shield has a different imp tied to it.)
Sword Name
Imp Name
Imp alignment
Imp Personality
Asgilar
Bob
LE
Bob is orderly and neat, and when something doesn’t seem to be in proper order, he starts screaming his head off (unless he is ordered not to or the situation requires silence).
Osmorgonath
Bill
LE
Bill views the legal system almost as if it is holy, and enjoys finding clever ways to exploit it.
Sheorv
Celestina
LE
Celestina always wants to be right, and even if it becomes apparent that she’s wrong, she will keep arguing her point till the end.
Gendok
Warbler
LN
Warbler loves learning, and if you ask for his knowledge, he’ll kindly give it to you in abundance. Otherwise however, Warbler mostly remains quiet.
Mrexarnia
Zoombity Zoomba
CN
Zoombity Zoomba loves whizzing around. Zoomba thinks she’s the fastest thing in the world, and she’s happy to tell yo
Chereledites
Yerkle-Derkle
LE
Yerkle-Derkle enjoys manipulating people, and he always loves a good fight between friends. Only if caught and told to stop by the wielder of the Volcano Shield, will Yerle-Derkle temporarily quit his evil manipulation.
Triaxar
Angelica
NE
Angelica yearns to be the best, and she strives for power so that she can boss other people around.
Drenched in water. If the Volcano Shield were to be soaked in water for as little as 60 seconds, it loses access to each of its special abilities and functions as just a regular shield during it's stay in the water, and for 24 hours after it has emerged. During this time, it appears as a non-magical artifact under spells such as detect magic, and anyone who tries to attune to it during that period, is unable to do so.
Enhanced protection. Anyone attuned to this item gains a +1 bonus to AC while wielding it.
In addition, once per a day, when an attack would hit you, you may try to block the attack with your shield, by using your reaction to force the attacker to reroll the attack roll. The reroll is made with disadvantage. If this causes the attack to miss, it is because it clangs into your shield and the attack is rendered harmless.
Fire Resilience. This shield gives the power of fire to you, the wielder, and fire doesn't beat fire, so why should it hurt you? Anyone attuned to this item has resistance to fire damage.
Magical Fire. You have 7 charges, you regain 1d4+1 charges at dawn. You can spend charges to cast spells as described below.
The save DC for these spells is 18, and you have +8 to hit on these spell attacks.
If the range/area of spell is "Self," or self out to a certain distance, then replace the self in the spell with "The Volcano Shield."
0 Charges: Control Flames, Create bonfire, fire bolt
3 Charges: Fireshield (you can only use this to create the warm shield version, not the chill shield), wall of fire
5 Charges: Delayed blast fireball, fire storm
Whenever you use one or more charges from the Volcano Shield, roll a D10. On a roll of 10, roll a D4 and see what extra beneficial effect occurs. Roll the D10 and perhaps the D4 before you resolve the spells effects.
Roll (D4)
Bonus Effect
1
When the energy from your spell comes out, it also inspires your allies. The next attack roll within the next 24 hours against a target of your choice (you must choose the target immediately after rolling this bonus effect) that you can see has advantage. If you take a long rest within the next 24 hours, then you lose access to this effect early.
2
The Volcano Shield grows in size until the start of your next turn. Until then, you may add an additional +2 to your armor class.
3
The Volcano Shield strengthens one of your fire attacks. When you hit a creature with a fire damage dealing attack within the next 24 hours, you may have it take an additional 1D10+5 fire damage. You may only use this ability once, and if you take a long rest within the next 24 hours, then you lose access to this effect early.
4
As you channel fire energy towards your enemies, the Volcano Shield channels invigorating energy towards you. You gain 1D10+5 temporary hit points.
Just to let you know, shields are Armor, not Wondrous Items.
Rollback Post to RevisionRollBack
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
I think this one is a little wonky, but I am sure that you can see what I am going for. For the DM Option, I submit the following magic item: The Geoforce Engine
Geoforce Engine
Wondrous Item, Legendary
This 5 ft adamantine box contains mechanisms and runes to connect it to the elemental planes. It was designed to be fully autonomous and capable of releasing powerful primordial forces to alter the nearby landscape.
While placed on the ground, this object can be activated by touching your hand to it and speaking its command word. Each round after it has been activated, on initiative count 20 (losing ties), the Geoforce Engine acts to terraform the area around it, taking one of the following actions and proceeding in sequence on the following rounds. Each effect persists so long as the engine is active, and for any effect which requires a saving throw the DC is 17.
Round
Effect
1
The engine latches into the ground and begins to shake violently. The area within 30 feet of the engine is treated as difficult terrain. Removing the engine from the ground ends this effect early, but requires a successful DC 25 Strength (Athletics) check.
2
A strong wind (20 mph) begins to blow around the engine in a 10 foot radius, which extinguishes unprotected flames and hedges out harmful vapors and gas. Any Wisdom (Perception) check made within this area which relies on hearing is made with disadvantage
3
The engine casts Flaming Sphere in the space directly above it, provided it is unoccupied. The sphere remains there so long as the engine is active. If a creature deals damage to the engine, then on the next initiative count the engine moves the sphere into that creature’s space if it is within 30 feet. This action is taken in addition to any other for that round.
4
The engine begins to release torrents of water, which spreads to the area within 120 feet of it. If this nearby area is enclosed (such as a room or small cave), then the water level rises by 5 feet on each round after this.
5
The shaking of the ground intensifies. The engine casts Erupting Earth originating from one of its faces (determined at random). Each round after this one, roll a d6. On a roll of 5-6 the engine takes this action again in addition to any other for that round.
6
The wind intensifies up to 60 mph in a 20 foot radius of the engine. A creature must spend 2 feet of movement for every 1 foot it moves when moving within the area. Any creature which ends its turn within this area must succeed on a Strength saving throw or be push up to 10 feet away from the engine
7
The flaming sphere begins to intensify and is treated as if cast at 4th level. Additionally, on this round, and each round after, roll a d6. On a roll of 5-6, the engine targets a creature within 30 feet with the sphere unless it was already going to target a creature which attacked it. If there is more than one creature within range, the target is determined at random.
8
The engine produces a wave of water from one of its faces (determined at random) which is 10 feet high, 10 feet long, and 10 feet wide. This wave travels away from the engine 60 feet before dispersing along the ground. Each creature in its path must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. On each round after, roll a d6, on a rolls of 4-6, the engine takes this action again in addition to any other for that round.
9
The engine casts Transmute Rock, centered in a 40 foot cube on itself. The engine automatically succeeds on all saving throws against this spell’s effect. Upon its first casting, the engine will act to turn all nearby rock into mud. On each round after, roll a d6. On a roll of 6 the engine takes this action again in addition to any other for that round and alternates between turning rock into mud and mud into rock.
10
The engine casts Earthquake, centered on itself. The engine automatically succeeds on all saving throws and takes no damage from this spell’s effect.
After 10 rounds have passed, the engine stops taking new actions but continues to take those that are ongoing or have the chance to repeat. The engine can be deactivated by touching it and speaking the command word, but otherwise continues to work for up to 10 minutes. The geoforce engine is treated as having an AC of 16 and 100 Hit Points. It has immunity to psychic and poison damage and any critical hit scored against it is treated as a normal hit. If it is reduced to 0 hit points, it ceases to function.
If the engine remains active for 10 minutes, then the area within 1 mile of where it was activated becomes a wasteland. All of the plants within the area die and the water becomes soiled within this area. This lasts indefinitely or until targeted by the Wish spell.
Here is my entry. It's for the Dm's Options/Primordial Forces category. The Volcano Shield is a really strong, legendary magic item that launches lava/fire (whatever you choose to flavor the spells you use the shield to csst as) at your opponent.
If you're like me and don't like to click on links, here's the magic item's description (in spoiler tag for brevity).
Volcano Shield
Wondrous Item, legendary (requires attunement)
Long ago, the most skilled dwarven blacksmiths worked to create a the Volcano Shield's. Nowadays, many of these shields are lost, though a few are still wielded by the lines of ancient dwarven kings. There are rumored to be only 7 Volcano Shield''s in existence.
Each Volcano Shield was made of actual pieces of Volcano, and in the very heart of the shield flows a tiny amount of magical lava, that helps contribute to some of the shields special powers.
When you attune to a Volcano Shield it summons an Imp (as described in The Monster Manual) into your service. The imp knows common and must obey you'r every order, to the best of it's ability. Due to some ancient magic, the imp cannot attempt to disobey or twist the wording of an order it understands. If an imp dies, it soon comes back to life and appears in the nearest unoccupied space to the Volcano Shield, 24 hours later. Because of this, anyone who finds a Volcano Shield will probably find a imp right next to it! Here is a table of each of the seven different Volcano Shield and what imp it summons. You may determine randomally or intentionally what shield & imp combo your players get. (Each shield has a different imp tied to it.)
Sword Name
Imp Name
Imp alignment
Imp Personality
Asgilar
Bob
LE
Bob is orderly and neat, and when something doesn’t seem to be in proper order, he starts screaming his head off (unless he is ordered not to or the situation requires silence).
Osmorgonath
Bill
LE
Bill views the legal system almost as if it is holy, and enjoys finding clever ways to exploit it.
Sheorv
Celestina
LE
Celestina always wants to be right, and even if it becomes apparent that she’s wrong, she will keep arguing her point till the end.
Gendok
Warbler
LN
Warbler loves learning, and if you ask for his knowledge, he’ll kindly give it to you in abundance. Otherwise however, Warbler mostly remains quiet.
Mrexarnia
Zoombity Zoomba
CN
Zoombity Zoomba loves whizzing around. Zoomba thinks she’s the fastest thing in the world, and she’s happy to tell yo
Chereledites
Yerkle-Derkle
LE
Yerkle-Derkle enjoys manipulating people, and he always loves a good fight between friends. Only if caught and told to stop by the wielder of the Volcano Shield, will Yerle-Derkle temporarily quit his evil manipulation.
Triaxar
Angelica
NE
Angelica yearns to be the best, and she strives for power so that she can boss other people around.
Drenched in water. If the Volcano Shield were to be soaked in water for as little as 60 seconds, it loses access to each of its special abilities and functions as just a regular shield during it's stay in the water, and for 24 hours after it has emerged. During this time, it appears as a non-magical artifact under spells such as detect magic, and anyone who tries to attune to it during that period, is unable to do so.
Enhanced protection. Anyone attuned to this item gains a +1 bonus to AC while wielding it.
In addition, once per a day, when an attack would hit you, you may try to block the attack with your shield, by using your reaction to force the attacker to reroll the attack roll. The reroll is made with disadvantage. If this causes the attack to miss, it is because it clangs into your shield and the attack is rendered harmless.
Fire Resilience. This shield gives the power of fire to you, the wielder, and fire doesn't beat fire, so why should it hurt you? Anyone attuned to this item has resistance to fire damage.
Magical Fire. You have 7 charges, you regain 1d4+1 charges at dawn. You can spend charges to cast spells as described below.
The save DC for these spells is 18, and you have +8 to hit on these spell attacks.
If the range/area of spell is "Self," or self out to a certain distance, then replace the self in the spell with "The Volcano Shield."
0 Charges: Control Flames, Create bonfire, fire bolt
3 Charges: Fireshield (you can only use this to create the warm shield version, not the chill shield), wall of fire
5 Charges: Delayed blast fireball, fire storm
Whenever you use one or more charges from the Volcano Shield, roll a D10. On a roll of 10, roll a D4 and see what extra beneficial effect occurs. Roll the D10 and perhaps the D4 before you resolve the spells effects.
Roll (D4)
Bonus Effect
1
When the energy from your spell comes out, it also inspires your allies. The next attack roll within the next 24 hours against a target of your choice (you must choose the target immediately after rolling this bonus effect) that you can see has advantage. If you take a long rest within the next 24 hours, then you lose access to this effect early.
2
The Volcano Shield grows in size until the start of your next turn. Until then, you may add an additional +2 to your armor class.
3
The Volcano Shield strengthens one of your fire attacks. When you hit a creature with a fire damage dealing attack within the next 24 hours, you may have it take an additional 1D10+5 fire damage. You may only use this ability once, and if you take a long rest within the next 24 hours, then you lose access to this effect early.
4
As you channel fire energy towards your enemies, the Volcano Shield channels invigorating energy towards you. You gain 1D10+5 temporary hit points.
Just to let you know, shields are Armor, not Wondrous Items.
Thank you, I didn't know that. I just made that change and edited my previous post to accompany it.
Ok, thank you for telling me
I exist sometimes, especially when I'm DMing Curse of Strahd.
I'm thinking of giving detail to an encounter for the inspirational option based on a prompt from 4e, but I'd like to know if you all think it fits. The idea is to create an encounter that provides a unique way to reveal important, ancient information to the players. The premise is that an ancient druid spent too much time in beast form and that they are more-or-less permanently in wild shape and immortal. The players would have the option of completing the encounter in such a way as to restore the druid to humanoid form, which would allow the druid to reveal details about the ancient world. Does this sound like a valid entry?
Probably?
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
For the Inspirational Option (Unearthed Arcana), I am submitting a new type of spell tag: Chants. Chants are meant to be similar to Rituals, but require more investment by the caster to use in its special fashion. The payoff is that unlike other spells, spells cast as Chants can have multiple iterations stack with one another. The rules for these are a work in progress, and I will try to add some example options of spells which are chants and suggestions of existing spells that could have the Chant tag applied to them.
While this type of mechanic could be interesting for players to utilize in creative ways, I think that this type of spell offers an interesting route to DMs who want their BBEG to have a few of minions acting to buff them. This then gives the party the objective to silence the minions before they can deal with the big boss. You, of course, could already make a similar scenario with existing buff/debuff spells, but I think this adds a new and creative tool to the box as well.
As an example of such an encounter, I have written up a short one called the Sullen Chorus as an example of how I think the DM could make use of Chant spells
Examples of Spells with the Chant tag
Chorus of Fortitude
1st-Level Abjuration (Cleric, Druid, Warlock)
Casting Time: 1 Action (Chant)
Range: 30 feet
Components: V,S,M (a beast’s heart)
Duration: 1 minute
You empower the defenses of a creature you can see within range. For the duration, the target gains a +1 bonus to its AC and 5 temporary hit points at the start of each of its turns.
At higher levels. When this spell is cast using a spell slot of 2nd level or higher, the number of temporary hit points gained at the start of each of the target's turns increases by 5 for every two levels above 1st.
Example of casting this spell as a Chant: If three creatures cast this spell as a chant and used their action every turn to maintain it, then a single creature targeted by each iteration of the spell would gain a +3 bonus to its AC and 15 temporary hit points at the start of each of its turns. Silencing a single caster would reduce this bonus to +2 AC and 10 temporary hit points.
Unsettling Words
1st-Level Enchantment(Cleric, Druid, Warlock)
Casting Time: 1 Action (Chant)
Range: 30 feet
Components: V,S,M (a trinket which symbolizes bad luck)
Duration: 1 minute
The words you speak dig deep into the mind of a creature you can see within range, unbalancing its thoughts. The target must make a Charisma saving throw. On a failed save, the target has a -1 penalty to all Intelligence and Wisdom saving throws it makes for the duration. On each of its turns, the target can use its action to make a Charisma check, ending the effect early on a success.
At higher levels. When this spell is cast using a spell slot of 2nd level or higher, the penalty to the target's saving throw increases by 1 for every two levels above 1st.
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PHB Spells that I think could work with the Chant Tag: Enhance Ability, Longstrider, Warding Bond (each has an interesting effect if stacked, but could require chanting for up to an hour to maintain the full duration. Some also require concentration.
Encounter: The Sullen Chorus
The Sullen Chorus
An adventure for a party of four level 5 adventurers.
It was a quiet night for Bordun Gorrison and his friends. They had been given a tip that a nobleman’s carriage would be coming through these ruins that they had encamped themselves in, and that with it would come a box filled with gold. The tip seems to be no good, and the crew of miscreants find themselves without prey.
Among Gorrison’s crew is a woman named Shalia, a wandering druid who only joined for the chance to cut away civilization at its economic foundation, piece by piece. Her thoughts are that if enough nobles lose their money, they can't afford to build new roads.
While exploring the ruins, Shalia came across strange etchings in the rock. Some other members of the crew, who had already lost their sensibilities for the night to some flagons of ale, came crashing towards the unsuspecting druid, hoping to tease her and get a laugh out of it. They soon tripped and tumbled forward into the rocky face of the ruin, causing it to collapse. As Shalia berated the drunks for interrupting her reading, she spotted something beyond the ruins. Strangely preserved for centuries, she found a tome which, conveniently for her, seemed to have been codified in ancient language that had similar patterns to the hidden signs of druidic.
After taking the time to understand the significance of the texts she had found, she went to Bordun. Bordun was beginning to get drunk himself at this point, and seemed visibly bored with Sahlia’s talk of magics, but soon, as Shalia delved deeper and deeper into her plot, did a sinful grin find its way across Borduns visage.
A Village Beset by Thieves
The adventuring party hears by some means of a nearby village that has been overrun by a group of thieves and bandits. If the party inquires with their source further, they can learn the following facts:
Traveling to the Village
The village sits in the middle of a large clearing of a forest. There are four main roads that lead to the village, each in one of the main cardinal directions. About 100 feet from each of the village’s entrances from these roads are four Bandit, each wielding a scimitar or light crossbow and dressed in leather armor and animal furs. If the party approaches from the road, these guards will demand 100 GP worth of goods or other valuables to pass through. The party can also approach on foot from the trees, bypassing any of the guards with a successful DC 12 Dexterity (Stealth) check. If traveling off the roads, a character with a Passive Perception of 12 or higher will notice several skinned animal carcasses that have been discarded into the underbrush of the forest. A successful DC 15 Intelligence (Medicine) check will reveal that after being killed, each animal had its heart removed
The Village
Traveling through the outskirts of the village, the party will notice that most of the buildings have been abandoned. Inspecting the houses will reveal that they have been ransacked by the bandits for anything of value, but a player with a successful DC 15 Intelligence (Investigation) check can find a random trinket. A successful DC 15 Wisdom (Survival) check shows that a large number of footprints were headed towards the village center. A creature with a Passive Perception of 15 or higher can hear a faint chanting coming from the village center.
The Library
On the edge of the village’s central plaza lies a small building filled with shelves and books. If the party. Looking in the windows, the party can see that most of the tomes and stories have been left untouched by the bandits hands. The library has a door at the front and back, although the back door is locked, requiring a successful DC 12 Dexterity check using Thieve’s Tools to pick or a DC 15 Strength (Athletics) check to break open. The windows’ shutters can also be pried open with a DC 12 Strength (Athletics) check, but will make a loud, creaking noise.
Inside the Library is Shalia, who has spent the past several days reviewing the books searching for more information on the chanting magic she had uncovered. Helping her are two of the bandits, who show no interest in the history books and amuse themselves with ripping apart any of the tomes Shalia deems unnecessary. Shalia uses the stats of a Druid, but has the spell Chorus of Fortitude (outlined above) added to her spell list.
The Central Plaza
The center of the village is an open, circular area with paved paths which is about 60 feet in diameter. Skulking along the edges of this plaza are six humans dressed in animal furs. In the center of the plaza is a large fountain, which has had several riches and goods piled into it. Sitting atop this pile, like a throne, is Bordun Gorrison, a male half-orc. Bordun uses the stats of a Bandit Captain and has the Relentless Endurance trait. He also carries a Heavy-Crossbow (+5 to hit, 1d10+3 damage on a hit) instead of a Dagger
Kneeling in front of Bordun, in a state of prayer, are another six humans dressed in animal furs who are continuing a low chant with an animal heart held aloft in their outstretched hands. Since taking the village, Shalia has taught the villagers how to recite the words to cast Chorus of Fortitude. Bordun has had the adults kneel in the center of the village and chant the spell, targeting him, without rest for over a day now. He has threatened to kill each of them and their children (who are being held captive behind locked doors in the Town Hall), should they fail to keep pace.
A character who succeeds on a DC 12 Intelligence (Nature) check will notice that the furs worn by the people kneeling in front of the fountain are newer and bloodier than those worn by the captain or other bandits they have encountered. A character who succeeds on a DC 12 Wisdom (Perception) check will notice that the people kneeling in front of the fountain are not wearing leather armor along with their furs, unlike the other bandits they have seen.
The six people surrounding the plaza are Bandits. The six people kneeling in front of the fountain are the villagers, who use the stats of Commoner but with each also knowing the Chorus of Fortitude spell. The villagers are not hostile towards the party, but also are not capable of fighting the bandits.
A Fight Breaks Out
When combat begins, roll initiative for the Bandits, Bandit Captain Gorrison, and the villagers. On each of their turns, the villagers (unless persuaded to stop or silenced in some way) will use their actions to chant Chorus of Fortitude. Assuming none have been silenced when initiative is rolled, Garrison begins combat with a +6 bonus to his AC and gaining 30 temporary hit points at the start of each of his turns. As per the spell’s effect, each time a villager is silenced, this bonus is reduced by 1 and he gains 5 fewer temporary hit points each turn.
If a member of the party tries to make a Charisma check to convince a villager to stop chanting, their check is contested by a Charisma (Intimidation) check made by Gorrison, with the villager continuing to chant if Gorrison succeeds.
Gorrison will try to fight while staying near his hostages and using them as half-cover against ranged attacks. He will use his Heavy Crossbow unless forced into melee combat. If he feels cornered at any point, he will command one or two of his crew to go into the town hall and hurt the children, hoping to divide his adversaries.
On initiative count 20 of the second round of combat, if the party did not already deal with Shalia and the two bandits in the library, they exit the library to the plaza to join the fight. Roll initiative for Shalia, having her take her turn immediately if the value is 20 or above. Shalia will cast Barkskin on herself during her first turn in combat.
On initiative count 20 of each round after that, roll a d6. On a roll of 5 or 6, one of the groups of four bandits guarding the roads, having heard the commotion from the fight, reaches the plaza and joins the fight. If combat concludes before any of the remaining groups of guard bandits reach the center, they flee.
After the Fight
If the party succeeds in thwarting the bandits, the villagers will thank them for helping them. This thanks will probably be rejoiceful, but if any of the villagers or their children were killed, then the thanks will be more sullen and distraught. In the event of a rejoiceful thanks (or, on the other hand, if all of the adult villagers have been killed) the party can have their choice of items from the pile of loot acquired by the bandits in the plaza. Roll on the random treasure tables. Otherwise, the villagers will offer the party 100 GP in thanks, but just as quickly try to send them on their way while they bury the dead.
On Gorrison’s body is his Scimitar and Heavy Crossbow. Shalia carries a quarterstaff, and the record of the Chorus of Fortitude spell, which is added to the expanded spell list of any character in the party of the appropriate class.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Huh, that's a really cool idea. My only concern - and it is a very minor one - is that the example spell you gave is available for warlocks but doesn't scale, making it likely to be ignored past 5th-ish level, when your 3rd-level (and higher) slots can accomplish much more effective things than +1 AC and 5 temp hp. It could be cool for a bunch of level 1 or 2 warlocks to use it to support a cult leader mini-boss, though.... But for players, it wouldn't be a warlock's first choice.
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
Thats a fair point. I suppose I should offer a way for it to scale up. I mostly ignored that aspect since I want Chants to scale with number of casters primarily, but for a single caster using a spell slot instead of chanting, there should be something (even if on the weaker side).
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Yeah, the way you did it made sense. As a compromise between the two, maybe Chant spells can still scale, but only when they're not cast as chants?
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
Yeah. I updated the rules where casting a spell as a chant casts it at its lowest level by default. Then I had the temp HP scale, so its kinda like False Life, but less potential Temp HP BUT you get it at the start of every turn. So its a weird balance to achieve there, but I am sure it can be fine tuned
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Sorry everyone, I was on a vacation and am catching up on the contestants now.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
For anyone who was interested in my PC option submission, I have written up a handful of more Invocations associated with it. Since the idea is that you are acting as a vessel for your patron, as a conduit for their power, I tried to focus these on things that originate from your body in some way. I also am working to try and write at least one invocation that is unique to each of the existing patrons.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Does anybody know if there's an official 5e style guide for encounter format? I'm looking through a few adventures and it appears not. I may just use the 4e format.
I am not aware of an official formatting but for small sized encounters I like to use the format of the Encounter of the Week series. It seems pretty streamlined and effective to me.
I am an average mathematics enjoyer.
>Extended Signature<
Long ago, the most skilled dwarven blacksmiths worked to create a the Volcano Shield's. Nowadays, many of these shields are lost, though a few are still wielded by the lines of ancient dwarven kings. There are rumored to be only 7 Volcano Shield''s in existence.
Each Volcano Shield was made of actual pieces of Volcano, and in the very heart of the shield flows a tiny amount of magical lava, that helps contribute to some of the shields special powers.
When you attune to a Volcano Shield it summons an Imp (as described in The Monster Manual) into your service. The imp knows common and must obey you'r every order, to the best of it's ability. Due to some ancient magic, the imp cannot attempt to disobey or twist the wording of an order it understands. If an imp dies, it soon comes back to life and appears in the nearest unoccupied space to the Volcano Shield, 24 hours later. Because of this, anyone who finds a Volcano Shield will probably find a imp right next to it! Here is a table of each of the seven different Volcano Shield and what imp it summons. You may determine randomally or intentionally what shield & imp combo your players get. (Each shield has a different imp tied to it.)
Sword Name
Imp Name
Imp alignment
Imp Personality
Asgilar
Bob
LE
Bob is orderly and neat, and when something doesn’t seem to be in proper order, he starts screaming his head off (unless he is ordered not to or the situation requires silence).
Osmorgonath
Bill
LE
Bill views the legal system almost as if it is holy, and enjoys finding clever ways to exploit it.
Sheorv
Celestina
LE
Celestina always wants to be right, and even if it becomes apparent that she’s wrong, she will keep arguing her point till the end.
Gendok
Warbler
LN
Warbler loves learning, and if you ask for his knowledge, he’ll kindly give it to you in abundance. Otherwise however, Warbler mostly remains quiet.
Mrexarnia
Zoombity Zoomba
CN
Zoombity Zoomba loves whizzing around. Zoomba thinks she’s the fastest thing in the world, and she’s happy to tell yo
Chereledites
Yerkle-Derkle
LE
Yerkle-Derkle enjoys manipulating people, and he always loves a good fight between friends. Only if caught and told to stop by the wielder of the Volcano Shield, will Yerle-Derkle temporarily quit his evil manipulation.
Triaxar
Angelica
NE
Angelica yearns to be the best, and she strives for power so that she can boss other people around.
Drenched in water. If the Volcano Shield were to be soaked in water for as little as 60 seconds, it loses access to each of its special abilities and functions as just a regular shield during it's stay in the water, and for 24 hours after it has emerged. During this time, it appears as a non-magical artifact under spells such as detect magic, and anyone who tries to attune to it during that period, is unable to do so.
Enhanced protection. Anyone attuned to this item gains a +1 bonus to AC while wielding it.
In addition, once per a day, when an attack would hit you, you may try to block the attack with your shield, by using your reaction to force the attacker to reroll the attack roll. The reroll is made with disadvantage. If this causes the attack to miss, it is because it clangs into your shield and the attack is rendered harmless.
Fire Resilience. This shield gives the power of fire to you, the wielder, and fire doesn't beat fire, so why should it hurt you? Anyone attuned to this item has resistance to fire damage.
Magical Fire. You have 7 charges, you regain 1d4+1 charges at dawn. You can spend charges to cast spells as described below.
The save DC for these spells is 18, and you have +8 to hit on these spell attacks.
If the range/area of spell is "Self," or self out to a certain distance, then replace the self in the spell with "The Volcano Shield."
0 Charges: Control Flames, Create bonfire, fire bolt
1 Charge: Burning hands, flame blade, flaming sphere
2 Charges: Fireball
3 Charges: Fireshield (you can only use this to create the warm shield version, not the chill shield), wall of fire
5 Charges: Delayed blast fireball, fire storm
Whenever you use one or more charges from the Volcano Shield, roll a D10. On a roll of 10, roll a D4 and see what extra beneficial effect occurs. Roll the D10 and perhaps the D4 before you resolve the spells effects.
Roll (D4)
Bonus Effect
1
When the energy from your spell comes out, it also inspires your allies. The next attack roll within the next 24 hours against a target of your choice (you must choose the target immediately after rolling this bonus effect) that you can see has advantage. If you take a long rest within the next 24 hours, then you lose access to this effect early.
2
The Volcano Shield grows in size until the start of your next turn. Until then, you may add an additional +2 to your armor class.
3
The Volcano Shield strengthens one of your fire attacks. When you hit a creature with a fire damage dealing attack within the next 24 hours, you may have it take an additional 1D10+5 fire damage. You may only use this ability once, and if you take a long rest within the next 24 hours, then you lose access to this effect early.
4
As you channel fire energy towards your enemies, the Volcano Shield channels invigorating energy towards you. You gain 1D10+5 temporary hit points.
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
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HERE.I ran into an issue and need your help... :-) I have three boss monsters that could all fit into the category, but cannot decide which one I should submit:
Not having yet looked over the statblocks, I vote Zephyros. All of them sound really cool, though.
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
Man, I am having the worst writer's block when it comes to the DM option. Like I have a couple of elemental/storm based items I have been working on, but none of them really seem to encompass the primordial might that the category is themed around.
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Just to let you know, shields are Armor, not Wondrous Items.
Paladin main who spends most of his D&D time worldbuilding or DMing, not Paladin-ing.
I think this one is a little wonky, but I am sure that you can see what I am going for. For the DM Option, I submit the following magic item: The Geoforce Engine
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Thank you, I didn't know that. I just made that change and edited my previous post to accompany it.
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explain
HERE.